tunepunk's Recent Forum Activity

  • First impression was that the start page could use a bit of UX love. Looks a bit messy and too grey.

    The first thing I noticed different from C2 is that I can finally use touch completely in C3 without any extra 3rd party apps. C2 has terrible touch/stylus support. So this is a big plus, since I'm usually developing on a Surface Pro 4, on my back in the Sofa.

    Everything else seemed very familiar but a bit more polished. Except for the layout and event sheet tabs that looks out of place with the rest of the UI design. My OCD working with UX/UI design kicks in on small things like this.

    Two finger zooming in layout is jumpy/doesn't work. Scrolling works with one finger which feels a bit odd. Usually that's a 2 finger command in most apps.

    I couldn't open any of my C2 files in PC but some worked on Mac. Nothing happened when I clicked open. No errors, they just didn't load.

    Besides from that, and considering it's beta so far I haven't noticed anything major.

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  • I also noticed this. I couldn't pick any folder for different projects when using cloud storage.

    I only tried Dropbox and OneDrive though. Would be great if you could create or pick subfolders.

  • I think adding it to desktop through the More Tools menu is much easier and looks like an app when you launch it. Good job typing all that though!

    Haha. Lot easier.... I don't really use chrome normally so I had no idea about that feature.

  • '--kiosk' mode can also be used instead off '--app' for pure fullscreen. Removes titlebar and taskbar completely. Not very user friendly in my opinion but maybe good for those with a second screen, or recording tutorials.

  • There is an easy way to autogenerate the link and add it to the desktop for this as well. Click the three dots at the top right, click more tools and click add to desktop.

    Ahhh that was easy ....including icon and everything. you learn new things every day.

  • I wont be using chrome for anything except C3. So here's a tip on how to create an app shortcut that takes you directly to C3 editor in app mode.

    For PC (Easy Way)

    Edit: Added the easy way suggested by jonathanw12

    1. Go to editor.construct.net

    2. Click the 3 dots in top right corner.

    3. Select more tools > add to desktop. (open as window)

    For PC - if you want to use more advanced command line switches.

    1. Create a new shortcut on your desktop.

    2. Click browse to locate chrome.

    (usually in "C:\program files\google\crhome\applications\chrome.exe)

    3. add. '--app=http://editor.construct.net' after the file location.

    4. Link should look like this: "C:\Program Files (x86)\Google\Chrome\Application\chrome.exe" --app=http://editor.construct.net

    5. Click next and name the shortcut. (You can probably add your customized icon as well)

    wholla! now you can use C3 in app mode, without annoying address bars etc.

    For MAC using script editor

    Mac doesn't support creating an icon the easy way like on PC, or adding command line switches to aliases and shortcuts, but you can create your own launch script.

    1. Open Script editor.

    2. Paste this.

    do shell script "/Applications/Google\\ Chrome.app/Contents/MacOS/Google\\ Chrome --app=http://editor.construct.net & killall applet"[/code:1ailyfkx]
    3. File > Save ... chose file format as application and save to desktop or where you want.
    4. Double click this icon to run C3 in appmode.
    
    To change the icon to C3 icon you can use this Method.
    [url]https://support.apple.com/kb/PH19073?locale=en_US/[/url]
    
    Files to use for icon can be found here: (I picked out 3 suitable icons from the official press kit)
    [url]https://www.dropbox.com/s/temo790mlxnxjhs/C3_icon.zip?dl=0[/url]
    
    or in the full Press kit here: 
    [url]https://www.construct.net/mt/downloads/press-kit.zip[/url]
    
    Here's a link to a nice tool for creating icon files if needed. Thanks for the link @skozax
    [url]https://iconverticons.com/online[/url]
    
    [b]Linux:[/b]
    google-chrome --app=http://editor.construct.net
    
    [b]Other useful chrome command line switches can be found here: [/b]
    [url]http://www.ghacks.net/2013/10/06/list-useful-google-chrome-command-line-switches/[/url]
    or here
    [url]http://peter.sh/experiments/chromium-command-line-switches/[/url]
    
    Enjoy and have fun!
  • Ok I finally found a Maya plugin on GitHub for Three.js, but only Maya 2016 is supported, not Maya LT ... which kind of sucks.

    Maya LT- 36€ / monthly (already subscribing)

    Maya - 242€ / monthly

    I'm not paying 242€ just to export a few animations. *sigh*.

  • I see some posts mentioning using a .js file for the animations, but how do I get this .js file? Is there an importer/exporter of some sort?

    Clueless. Anyone have experience with this?

  • I'm using a lot of small test project capx files to try out events, expressions, new features etc before I implement it to game. Just feels nice to have a blank canvas when you try out new stuff. Instead of having to recreate them in my main project it would be good if you could copy events from one project to another. I know you currently can copy events from one project to another, but you have to make sure, object names, layers, variables, are all the same.

    If objects, sprites, variables etc doesn't exist in the main project it would be really good if you could get a dialogue popup to choose if you want to replace some objects in the events, or create new ones, when you paste the events.

    I have tons of sketch capx files, with events i want to reuse, but it's a bit of hassle to recreate it all again in main project :p Some feature like this would be an awesome timesaver.

  • cjbruce Yes I've been using Full Maya for 15+ years, but when it comes to game development Maya LT is enough. The only thing Maya LT lacks is renderer, (which you probably only need if you're doing cutscenes, or movies and stuff like that). It has a built in shader builder as well, that supports PBS etc.

    Maya LT is pretty much just a bit slimmed down version of Full Maya, and targeted for indie game developers so it should be fine.

    I'm pretty sure there is a three.js exporter for Maya LT but i havn't tried it.

    Found this link though, so it seems three provides exporter.

    http://stackoverflow.com/questions/15117186/maya-export-to-three-js-json

    Currently my next step will be to clean up some meshes to use my current models with Q3D, and as I'm not using any advanced shaders, the only thing i will bake is Ambient occlusion in the textures, as I'm going for a flat shaded look.

  • cjbruce after a bit if playing around i managed to get it right last night. I'm exporting obj with Maya LT. and directly importing the obj file, placed them upside down.... turning on physics for the object helped me correct the orientation and camera because i could see which way it was falling. LOL.

  • Yes it's quite easy to use, but it's always good to have a plugin for it so you don't have to copy the functionality from this capx into your projects.

    And good to have some simple settings accessible.

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tunepunk

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